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[Odyssey 1.1] Heavy Assault Cruisers

First post First post
Author
JerseyBOI 2
The Scope
Gallente Federation
#1321 - 2013-07-23 09:23:46 UTC
Zetak wrote:
I have just one comment to add to the topic:

It is very good and nice to make mid-long range platforms more viable by buffing them HAC needed some serious love. But the fact remains the same. For an effective snipe, you have to either use a lot of buddies to drop and pop someone sitting on 90km range, or you still need at least someone short range with warp disruptor to lock down the enemy, a brawler can do it effectively by himself since he is short range for gods sakes. So it is great that you buff long range, but short range platforms will have an inherent advantage because of the short range of warp disrupt modules. At 60-100km range, your opponent has a good chance to escape if you don't have support, but if you are a short range fighter, then the same chances does not apply. Ofc power is in numbers, but in a small engagement 2v2, 2v3 3v3 short range wins always because of this.

My problem is really not with the changes to the ships, it is the viability of long range fighting, as you cannot prevent someone to just simply warp out when things go sideways. The warp disruption modules needs a change. The modules should have as much range and falloff and 'chance to hit' as a sensor dampener or target painter. That is the key problem of long range fighting Imo.

I hope this helps. peace.



your bad. brawlers suck for fighting larger gangs then your own they can't disengage(fact that you suggest this means baddie). You don't have point all the time(cept ninja pointing). They should be coming for you til you've killed enough.
Morgan North
Dark-Rising
Wrecking Machine.
#1322 - 2013-07-23 09:26:40 UTC
HAC's could benefit greatly by a improved afterburner speed bonus.
Roime
Mea Culpa.
Shadow Cartel
#1323 - 2013-07-23 09:35:13 UTC
Omnathious Deninard wrote:
Geanos wrote:
Don't touch Ishtar's gun damage, leave it in place.

Try simple math, 3 x 1.25 = 3.75 < 4


Fun fact: most people struggle to fit a single medium turret on their Ishtars, somehow magicking 4 railguns on it as suggested by Rise is frankly ridiculous idea.

Losing all utility slots for 0.25 more purely theoretical damage is just ****, and is my main gripe with the suggested Ishtar. Yes, utility highs don't matter in blob warfare, where the new Ishtar will actually be very good. For my use, solo and small gang, it lost a major part of it's appeal, which was versatility.

.

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#1324 - 2013-07-23 09:42:08 UTC
Roime wrote:
Omnathious Deninard wrote:
Geanos wrote:
Don't touch Ishtar's gun damage, leave it in place.

Try simple math, 3 x 1.25 = 3.75 < 4


Fun fact: most people struggle to fit a single medium turret on their Ishtars, somehow magicking 4 railguns on it as suggested by Rise is frankly ridiculous idea.

Losing all utility slots for 0.25 more purely theoretical damage is just ****, and is my main gripe with the suggested Ishtar. Yes, utility highs don't matter in blob warfare, where the new Ishtar will actually be very good. For my use, solo and small gang, it lost a major part of it's appeal, which was versatility.

Ishtar doesnt have any bonuses to hybrids anymore, so if you cant fit rails - fit Artis or ACs like on Myrm.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Omnathious Deninard
University of Caille
Gallente Federation
#1325 - 2013-07-23 09:48:47 UTC
Roime wrote:
Omnathious Deninard wrote:
Geanos wrote:
Don't touch Ishtar's gun damage, leave it in place.

Try simple math, 3 x 1.25 = 3.75 < 4


Fun fact: most people struggle to fit a single medium turret on their Ishtars, somehow magicking 4 railguns on it as suggested by Rise is frankly ridiculous idea.

Losing all utility slots for 0.25 more purely theoretical damage is just ****, and is my main gripe with the suggested Ishtar. Yes, utility highs don't matter in blob warfare, where the new Ishtar will actually be very good. For my use, solo and small gang, it lost a major part of it's appeal, which was versatility.

I will leave this here for you.
CCP Rise wrote:

I don't think of it as a ship that ought to be running medium sized mods in all its high slots.

If you don't follow the rules, neither will I.

Roime
Mea Culpa.
Shadow Cartel
#1326 - 2013-07-23 10:00:50 UTC
Kirimeena D'Zbrkesbris I fit blasters on the Myrm as well, balancing ships to use off-racial weapons is really not a concept that should be taken seriously.

Omnathious Deninard wrote:

I will leave this here for you.
CCP Rise wrote:

I don't think of it as a ship that ought to be running medium sized mods in all its high slots.


And I don't think drones are viable as the single damage source in small gang PVP with their current stats, mechanics and UI.

Which were supposed to be looked at along with the Domi changes.

.

Kagura Nikon
Native Freshfood
Minmatar Republic
#1327 - 2013-07-23 10:06:22 UTC
Vayn Baxtor wrote:
Quote:
The Vagabond with a shieldboost boni for brawling? And only 4 slots, that is 2 slots after you fitted point and mwd, or that that new roleboni is for nothing... again; brawling? /me roles eyes.


Something I've been trying to point out in my last (or forelast) post regarding what these HACs should be focusing on.

Thing is we can't really have every single ship have +4 med slots.

I have no clue how CCP in general sees stuff, but I'm guessing we're sometimes to fly without a tackling module - as silly as it sounds. While a +20km warp disruptor is most of the time a must for a ship like Vagabond, I'm guessing we're to neither always see the Vaga itself as a solo-pwn boat nor as a ship that always has to tackle something.

I understand tha propulsion module + three modules won't help much either.


But as a different example. I often fly ships without the fancy cookie cutter tanks, like the common 2xLSE on Vaga.
Brawling with BufferTank is one thing, but you can also be useful by dropping the point and other tanky stuff for better DPS support. Let the Interceptors in the gang do the tackling.
Of course, if you get aggro, you will of course die fast without LSEs.

This is just to show however that you do not have to use the same old fit all the time just to suffice asking for more medslots.

But in the end, there has to be something done with the role bonus - and to figure if that new Shield-bonus is really that useful.

*


As somebody else and I already suggested, there should probably be a breakdown in what is "Assault" and what is "Strike", because those are seriously two different aspects. These ships are called HEAVY ASSAULT but right now, even with these changes, that name is mostly just cosmetic and to make it sound more awesome than they actually are. Don't get me wrong, you can still kick bum with them - but yeah, 64 pages here say other stuff.

It is indirectly why I also say specifically for the Vaga, make it lighter/faster, better dmg projection if necessary - therefore not so tanky and a bit fragile. That however is more of a "Strike Cruiser" mentality than a Heavy Assault one. Since it is likely too complicated for most to imagine anything around that, it is imo easier to suggest a role bonus and give to each HAC an individually awesome one.

Such as that AB bonus and all those other rare and fancy stuff, like anti-web and whatever may suit your taste or be missing on your favorite HAC.



Sorry but I disagree. THe non snipe hacs should all be able to fit tackle. OTherwise they are useless. IF you want to bring simply firepower support you are better with an attack BC> HAcs need to be able to tackle to have ANY usage over those.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Omnathious Deninard
University of Caille
Gallente Federation
#1328 - 2013-07-23 10:06:38 UTC
Roime wrote:
Kirimeena D'Zbrkesbris I fit blasters on the Myrm as well, balancing ships to use off-racial weapons is really not a concept that should be taken seriously.

Omnathious Deninard wrote:

I will leave this here for you.
CCP Rise wrote:

I don't think of it as a ship that ought to be running medium sized mods in all its high slots.


And I don't think drones are viable as the single damage source in small gang PVP with their current stats, mechanics and UI.

Which were supposed to be looked at along with the Domi changes.


I have been asking for drones to be looked at for a year now, still no word.
As far as the Ishtar fitting goes I have asked about that too and that was CCP Rise's response.

If you don't follow the rules, neither will I.

baltec1
Bat Country
Pandemic Horde
#1329 - 2013-07-23 10:08:17 UTC
Roime wrote:


And I don't think drones are viable as the single damage source in small gang PVP with their current stats, mechanics and UI.

Which were supposed to be looked at along with the Domi changes.



Drones are shockingly effective these days. I know AT isn't a great example of small gang fights but god damn those domi are effective.
Omnathious Deninard
University of Caille
Gallente Federation
#1330 - 2013-07-23 10:11:25 UTC
baltec1 wrote:
Roime wrote:


And I don't think drones are viable as the single damage source in small gang PVP with their current stats, mechanics and UI.

Which were supposed to be looked at along with the Domi changes.



Sentries are shockingly effective these days. I know AT isn't a great example of small gang fights but god damn those sentry domi are effective.

Fixed that for you.

If you don't follow the rules, neither will I.

Vladimir Norkoff
Income Redistribution Service
#1331 - 2013-07-23 10:12:54 UTC
JerseyBOI 2 wrote:
your bad. brawlers suck for fighting larger gangs then your own they can't disengage(fact that you suggest this means baddie). You don't have point all the time(cept ninja pointing). They should be coming for you til you've killed enough.
Well in his defense, I don't really think he was addressing fighting much larger gangs. The gist of his post seems to be more along the lines of small gang fights of relatively equal numbers... not so much being the classic Hydra Reloaded hero soloing endless scores of hapless opponents that in true lemming-like fashion feed themselves into the meat-grinder of your awesomeness. What? Though I have to admit, small gang fights of relatively equal numbers don't happen nearly as most would like.
elitatwo
Zansha Expansion
#1332 - 2013-07-23 10:19:38 UTC
I think you made a good point here that we small gang fights don't happen as much as we would like.

So CCP Rise, bring us solo back Big smile

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#1333 - 2013-07-23 10:27:20 UTC  |  Edited by: Kirimeena D'Zbrkesbris
Roime wrote:
Kirimeena D'Zbrkesbris I fit blasters on the Myrm as well, balancing ships to use off-racial weapons is really not a concept that should be taken seriously.

I dont think that balancing mobile cruiser sized ship around immobile battleship-sized weapons (sentries) is a correct path either.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

NetheranE
The Scope
Gallente Federation
#1334 - 2013-07-23 11:23:07 UTC  |  Edited by: NetheranE
The statement that HACs should be split into two roles was probably the best piece of advice said so far.

Change the skill name to "Assault Cruiser," and add in the lore of the two sets of respective AC's that they are either a HEAVY assault cruiser or a SKIRMISH assault cruiser.

Skirmish assault cruisers should be all about hit-and-run or guerilla warfare combat, using their racial specific weapon sets. They would need to be able to get in, do good damage and get out; or be able to dictate against their opponents while applying consistently against them. They should ~10% more base HP points than their t1 counterparts, and be about 35% faster base (Vagabond being slightly faster than this @ ~45%).
Heavy assault cruisers would be fleet doctrine based. While slower and less projecting/applying than their skirmish breathern, their staying power and EWAR resilience is literally unmatched. If there was ever a ship type to put most fleets in their place, these are the ships you want. They should have ~30% more base HP points than their t1 counterparts, but only be about 15% faster base.

**NOTE** I don't have the capacity to do the raw math on the actual attributes of the ships themselves, so I'm going to put down a fitting that should be realistic with each ship and you can do all the hard math work on your end.
I'll try to keep them in-hand myself, as I dont suddenly want a Deimos being able to 1v1 a Megathron handily.

Skirmish Assault Cruisers:
Deimos, Vagabond, Cerberus, Zealot
*OPTION 1* Role Bonus: Immune to non-direct interdiction, No drawback for Astronautic Rigs
*OPTION 2* Role Bonus: -80% Microwarpdrive Signature Bloom Penality, No drawback for Astronautic Rigs

Deimos
Gallente Cruiser Bonuses: [roll the MWD cap bonus into the hull, a large cap pool is a powerful asset to this ship]
5% bonus to Medium Hybrid Turret damage
7.5% bonus to Medium Hybrid Turret Tracking

Assault Cruiser Bonuses:
10% bonus to Medium Hybrid Turret Falloff
5% Medium Hybrid Turret Rate of Fire

\ Heavy Neutron Blaster Cannon II x5
\\ 10MN Microwarpdrive II
\\ Warp Scrambler II
\\ Stasis Webifier II
\\ Small Cap Booster II
\\\ Damage Control II
\\\ 800mm Steel Reinforced Plate II
\\\ Medium Ancillary Armor Repairer
\\\ Energized Adaptive Nano Membrane II
\\\ Magnetic Field Stabilizer II x2
/ Medium Polycarbon Engine Housing I x2
// Hammerhead II x5
Signature should be less than 130, velocity should be ~280 base (slower than vaga, but 2nd fastest)

Vagabond
Minmatar Cruiser Bonuses:
5% bonus to Medium Projectile Turret rate of fire
7.5% bonus to Medium Projectile Turret tracking (was 5% bonus to max velocity)

Assault Cruiser Bonuses:
15% bonus to Medium Projectile Turret falloff
7.5% bonus to Medium Projectile Turret damage

\ 425mm Autocannon II x5
\ [empty high slot]
-OR-
\ 220mm Autocannon II x5
\ Medium Energy Neutralizer II
\\ 10MN Microwarpdrive II
\\ Large Shield Extender II
\\ Large Ancillary Shield Booster
\\ Warp Disruptor II
\\\ Damage Control II
\\\ Gyrostabilizer II x2
\\\ Tracking Enhancer II x2
/ Medium Polycarbon Engine Housing I
/ Medium Engine Thermal Shielding I
// Warrior II x5
Signature should remain as is, should be faster than all other Skirmish HACs, but slightly less agile than the Deimos base.

Cerberus
Caldari Cruiser Bonuses:
10% bonus to Kinetic Missile damage, 5% to Explosive, EM and Thermal Missile Damage
20% bonus to Missile velocity

Assault Cruiser Bonuses:
10% bonus to Missile Explosion Velocity
5% bonus to Missile Launcher rate of fire

\ Heavy Missile Launcher II x6
\\ 10MN Microwarpdrive II
\\ Large Shield Extender II
\\ EM Field Ward II
\\ Adaptive Invulerability Field II
\\ Large Ancillary Shield Booster
\\ Warp Disruptor II
\\\ Damage Control II
\\\ Ballistic Control System II x2
\\\ Power Diagnostic System II
/ Medium Polycarbon Engine Housing I x2
// Warrior II x3
This fitting should BARELY fit in both CPU and PG, so to fit HAMs, one would need to lose a BCU and upgrade the PDS to a RCU. This would balance between the two weapon systems. Signature should be ~Deimos, and this should be the least agile/speedy of the Skirmish HACs, but by no more than 5% from its nearest competitor in both categories. Forcing the loss of the LASB for 3 BCSs or LASB+RCU+2 BCSs is a fair option as well. Mass should also be reduced to similar with the Vagabond.

Zealot
Amarr Cruiser Bonuses: [roll the laser cap bonus into the hulls base capacitor, all of it]
10% bonus to Medium Energy Turret tracking
7.5% bonus to Medium Energy Turret rate of fire

Assault Cruiser Bonuses:
10% bonus to Medium Energy Turret optimal range
5% bonus to Medium Energy Turret damage

\ Heavy Pulse Laser II x5
\\ 10MN Microwarpdrive II
\\ Warp Scrambler II
\\ Stasis Webifier II
\\ Small Cap Booster II
\\\ Damage Control II
\\\ 800mm Steel Reinforced Plate II
\\\ Medium Ancillary Armor Repairer
\\\ Energized Adaptive Nano Membrane II x2
\\\ Heat Sink II x2
/ Medium Polycarbon Engine Housing I x2
// Warrior II x2
Signature should remain at 125, 3rd on agility and speed amongst the 4.
NetheranE
The Scope
Gallente Federation
#1335 - 2013-07-23 11:23:34 UTC  |  Edited by: NetheranE
Heavy assault cruisers would be fleet doctrine based. While slower and less projecting/applying than their skirmish breathern, their staying power and EWAR resilience is literally unmatched. If there was ever a ship type to put most fleets in their place, these are the ships you want. They should have ~30% more base HP points than their t1 counterparts, but be about 15% slower base.

These can be brought into balance by increasing their sig. Further, their masses could be very large for a cruiser hull, not quite battlecruiser, but lying directly between the two is a good place for them to be to make up for their heavy tanks and high dps potential. As is obvious, they are extremely powerful, but just look at other areas to put a damper on them.
Perhaps increasing the HAC/Assault Cruiser skill to a 7x modifier?

Heavy Assault Cruisers:
Ishtar, Muninn, Eagle, Sacrilege
*OPTION 1* Role bonus: Immune to non-direct interdiction, No drawback from Armor/Shield Rigs
*OPTION 2* Role bonus: 50% bonus to Sensor Boosters, ECCMs, Backup Arrays and Signal Amplifiers, No drawbacks from Armor/Shield Rigs
*OPTION 3* Role bonus: -50% efficiency to all incoming Target Painters, Remote Sensor Damps, ECM, Tracking Disruptors, No drawbacks from Armor/Shield Rigs

Ishtar
Gallente Cruiser Bonuses: [roll the bonus of drone bay into the ship hull]
7.5% bonus to drone tracking and optimal range
10% bonus to drone hitpoints and damage

Assault Cruiser Bonuses:
5% bonus to Medium Hybrid Turret damage
5% bonuse to drone tracking and microwarpdrive speed

\ Heavy Neutron Blaster II x3
\ Drone Link Augmentor II
-OR-
\ 250mm Railgun II x3
\ Drone Link Augmentor II
// Ogre II x5
// Garde II x5
// Warden II x5
// Hobgoblin II x5
{Shield}
\\ 10MN Microwarpdrive II
\\ Omnidirectional Tracking Link II
\\ Large Shield Extender II
\\ Adaptive Invulnerability Field II x2
\\\ Damage Control II
\\\ Drone Damage Amplifier II x3
\\\ Magnetomectric Sensor Backup Array II
\\\ Signal Amplifier II
/ Medium Core Defense Shield Extender I x2
{Armor}
\\ 10MN Microwarpdrive II
\\ Sensor Booster II
\\ Magnetometric ECCM II
\\ Omnidirectional Tracking Link II x2
\\\ Damage Control II
\\\ 1600mm Steel Reinforced Plate II
\\\ Energized Adaptive Nano Membrane II x2
\\\ Drone Damage Amplifier II x2
/ Medium Trimark Armor Pump I x2
~30% more base HP than a Vexor, ~15% less base speed than a Vexor.

Muninn
Minmatar Cruiser Bonuses:
5% bonus to Medium Projectile Turret rate of fire
7.5% bonus to Medium Projectile Turret damage

Assault Cruiser Bonuses:
10% bonus to Medium Projectile Turret optimal range
7.5% bonus to Medium Projectile Turret tracking speed

{Armor Autos}
\ 425mm Autocannons II x5
\\ 10MN Microwarpdrive II
\\ Sensor Booster II
\\ LADAR ECCM II
\\ Tracking Computer II x2
\\\ Damage Control II
\\\ 1600mm Steel Reinforced Plate II
\\\ Energized Adaptive Nano Membrane II x2
\\\ Gyrostabilizer II x2
/ Medium Trimark Armor Pump I x2
// Warrior II x5
{Shield Arty}
\ 720mm Howitzer Artillery II x5
\\ 10MN Microwarpdrive II
\\ Large Shield Extender II
\\ Adaptive Invulnerability Field II x2
\\ Tracking Computer II
\\\ Damage Control II
\\\ Gyrostabilizer II x3
\\\ Tracking Enhancer II
\\\ LADAR Backup Array II
/ Medium Core Defense Field Extender I x2
// Warrior II x5
~30% more base HP than a Rupture, ~15% less base speed than a Rupture.

Eagle
Caldari Cruiser Bonuses:
20% bonus to Medium Hybrid Turret optimal range
4% bonus to shield resistances

Assault Cruiser Bonuses:
5% bonus to Medium Hybrid Turret tracking
5% bonus to Medium Hybrid Turret damage

\ 250mm Railgun II x6
-OR-
\ Heavy Neutron Blaster II x6
\\ 10MN Microwarpdrive II
\\ Large Shield Extender II
\\ EM Field Ward II
\\ Adaptive Invulnerability Field II
\\ Tracking Computer II
\\ Gravimetric ECCM II
\\\ Damage Control II
\\\ Magnetic Field Stabilizer II x2
\\\ Tracking Enhancer II
\\\ Signal Amplifier II
/ Medium Core Defense Field Extender I x2
~30% more base HP than a Moa, ~15% less base speed than a Moa

Sacrilege
Amarr Cruiser Bonuses:
7.5% to Heavy Assault and Heavy Missile damage (added heavy missiles)
4% to all Armor Resistances

Assault Cruiser Bonuses: [roll cap bonus into hull, this can support its RAH]
5% reduction to Missile Explosion Radius
5% bonus to Missile Launcher rate of fire

\ Heavy Assault Missile Launcher II x6
-OR-
\ Heavy Missile Launcher II x6
\\ 10MN Microwarpdrive II
\\ Target Painter II
\\ Sensor Booster II
\\ RADAR ECCM II
\\\ Damage Control II
\\\ 1600mm Steel Reinforced Plate II
\\\ Energized Adaptive Nano Membrane II
\\\ Reactive Armor Hardener
\\\ Ballistic Control System II x2
/ Medium Trimark Armor Pump I x2
// Warrior II x5
~30% more base HP than a Maller, ~15% less base speed than a Maller.
Linistitul
Gea'Vii Enterprises
#1336 - 2013-07-23 11:24:14 UTC
CCP Rise wrote:

I don't think of it as a ship that ought to be running medium sized mods in all its high slots.


No offence but CCP Rise is not even half as good at balancing as CCP Fonzie was.
Ral en Thielles
Doomheim
#1337 - 2013-07-23 11:25:40 UTC
HAC rebalance is all wrong!

How hard can it be?
1. You want to get HAC class to be usable again
2. You want em to be better then T1 (or it looks like players want that, not ccp Rise)

Point.1
To be usable again, well find them a role! Ex.
Heavy tackler: able to chase and tackle ships much larger and more powerful then him, ex, Battle Cruisers, Battles Ships, Capitals...
Heavy dmg dealer: able to do avrg. 600+ DPS, this is the avrg dps in the upper ship class the Battle Cruiser.

Point 2 Better then T1, like why the hell did I spend all that time learning all those skills if a T1 alternative is 10 times cheaper and BETTER! ? ?

It all about the BASE!
Current changes proposed are twiks over the current HAC ships. This is the WRONG approach, because T1 cruiser got so heavily reshaped.

Example: Frigates vs Assault Frigates

Ship: Rifter vs Jaguar and Wolf
Most DPS : Jaguar and Wolf ( twice as much dps )
Most Tank: Jaguar and Wolf (Twice the amount of the t1 hull)
Speed: Rifter (up to 20% faster)

Ship: Incursus vs Ishkur and Enyo
Most DPS: Enyo and Ishkur (again even that incursus can do 260+ dps, the dps of the t2 hull is much higher, in the avrg range of the upper hull class)
Most Tank: Enyo and Ishkur (twice the amount of the t1 hull)
Speed: Incursus (up to 20% faster)


So now CCP Rise if you do something different, then what have already been done in the lower frigate class, you are saying that frigate re-balance was Wrong!? Was it ?

Example why current approach is wrong:
1. Zealot, Sacrelige, Vagabond, Munin, Cerberus ... all of them are avrg. dps around 400 . This is T1 Cruisers and t2 frigets avrg dps Attention
2. Deimos can do 600 dps, but so does the Torax !

So Start from the BASE: T1 Crusers.
Add Twice more Tank
Add Twice more DPS
Leave them just a little bit slower then the T1 hull

You can not go wrong with that approach...

Or create entirely new roll for those ships!
Current roles are: 1x high dps close range and 1x high thank and 1x mid range kite-er / sniper for each race

Whit the introduction of the Tier 3 BCs, you have killed the mid range versatility AttentionAttentionAttention
I Do not see a point in a HAC that will be good at 50 + km range, kite-in etc. Since we have Tier 3 BC that can hit harder, at even better ranges and are even FASTER then the lower hull class ...
How ever the micro warp drive bonus + good tank and dps. might change that!...

P.S.
Taking away tracking from medium class long range guns, means you can not do dmg to the Lower class ships, the frigate!
Are we going to see the same done for the Large Guns!!! So That long range Tier 3 BCs can not hit crusers and hacs ?


Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#1338 - 2013-07-23 11:31:50 UTC
Roime wrote:
Kirimeena D'Zbrkesbris I fit blasters on the Myrm as well, balancing ships to use off-racial weapons is really not a concept that should be taken seriously.

Omnathious Deninard wrote:

I will leave this here for you.
CCP Rise wrote:

I don't think of it as a ship that ought to be running medium sized mods in all its high slots.


And I don't think drones are viable as the single damage source in small gang PVP with their current stats, mechanics and UI.

Which were supposed to be looked at along with the Domi changes.




Pretty much agree with Roime on this point.

For solo/small gang work drones are bad with travel time easy to kill (who doesn't kill drones vs a drone ship?), now if the idea is to make all drones ships to be fleet ships dropping drones and assign them to one person then be it but this will take a lot of interest for this ship to be used in smaller engagements which adds nothing interesting to the game.

This ship should be able to fit either guns and not have enough CPU without fitting mods to ad a DDA or fit DDA's and not able to fit all highs with med guns but giving these options to players doesn't make the ship out of whack nor bad, it's just good for everyone.

removed inappropriate ASCII art signature - CCP Eterne

Trinkets friend
Sudden Buggery
Sending Thots And Players
#1339 - 2013-07-23 11:36:48 UTC
The gripes about sentry domi fleets is not relevant to the discussion of HACs. Yes, assigning mass sentries in blobs is terribly effective - but that is also being done in FW with Tristans and Warrior I's. It is a gripe by people who haven't worked out a tactic for their F1-mashing lemmings to fight the lemmings who've assigned their drones to an FC.

The meaty discussion about the Ishtar in small gang work is that it is incredibly difficult to justify dropping 5 sentries in a mobile battle because you have to go back to get them. If you don't go back to get them, to swap drones requires a clunky and horrible menu fiddle to abandon the sentries. Then you need to launch, eg, warriors because you got, eg, scrammed and are eg, dying horribly with your lack of CPU an kite fit rendering you web-less and vulnerable.

People can and do assign drones outside of Ishtars and Domis and Tristans. It is one of the only ways to whore onto kills while a logi. It is a way of gaining instant DPS from a small gang or fleet on the warp-in of a FW plex. It is not however a reason to balance ANY ship.

Hell, you can chuck sentries into Dragoons, Myrms, Vexors, etc. You can assign them to anyone, at any range, at any time, in sufficient numbers to make it OP. What you cannot so with any of these ships (unlike the Ishturd) is control that drone at 80km (if you train EW drone interfacing V).

This is a unique ability, but it's not enough of a lynchpin to hang an otherwise lacklustre ship around. The Ishtar needs mobility, DDA's, Omnilinks to fit happily alongside a tank and defensive highslot weapons (and at least one or two neuts!), in order to shine outside of blobs. In blobs, even Tristans work with drone assignation. In small gangs the sentry DPS is not enough to make up for a gimped fit and the cumbersome interface.
CCP Rise
C C P
C C P Alliance
#1340 - 2013-07-23 11:55:46 UTC
Hey again

So we had the tournament this weekend and then I was out of the office yesterday. I'm getting started on this topic again today, but as evidenced by this enormous thread, there's plenty to do. I think we will have another CSM review step before getting the new version (which isn't even finished yet) back to you guys. If things go well, I'll have a new pass for you guys by the end of this week, if things go slow it would probably be start of next week.

Thanks for all the feedback and ideas. A lot of you have different ideas about these ships, but hopefully we can distill some good stuff and do a revision that you're all excited about.

@ccp_rise